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Baldur's Gate II: Shadows of Amn
Chapter 5

So, you've always wanted to meet some drow, eh? You'll get your fill (and more) of them in this chapter.

Underdark

When you begin this chapter, you'll find yourself in the Underdark, a cavernous area populated by dwarves and drow. Walk to the east and interrogate the duergar. Buy the freedom spell from the merchant as well as any other scrolls that you may need, then walk to the north a bit. If you encounter elementals, run. They will continually be regenerated near their portals. (You can actually kill these guys in succession for a bunch of experience if you want, with rest stops near the duergar in between sessions.) Once you find the area with one passage heading east and three heading west, cast the freedom spell. A mage, Vithal, will appear. Accept his offer, and you'll be given the first mini-quest of the chapter.

screenshot
Welcome to the Underdark.
Head north. Ignore the bizarre spherical structure for now and proceed east. Defeat the myconids and go north. The gnomes will let you into their city. Head up and around the passage, following the rails, until you reach the two doors leading into the rooms you circumvented. Speak to the mayor of the city to pick up another quest. Talk to the innkeeper to buy Vithal's spellbook. Finally, speak to the shopkeeper and tell him you'll rescue his son.

Now, head back to the northeast until you reach the gnome guarding the demon's door. He'll open it, letting you into the beast's lair. You can click on the ladder to summon a balor. They're quite tough, with limited magic resistance and quite a bit of resistance to normal weapons as well, but you'll beat him eventually. Use the stoneshape scroll and head back to Golander. He'll give you the item you need to head to Adalon's lair, but head back to the southern portions of the level first.

screenshot
All seven of you shouldn't have much of a problem with these elementals.
First, head back to the strange globe you passed earlier. You'll notice six separate panels on the globe; you can click on a panel to release one of the inhabitants trapped inside. The fifth globe (from the left) is Therndle's son. Release him and head back to the inn to get your reward (bracers of defense with an armor class of 4). One through three contain regular (enemy) warriors; but the sixth contains a friendly adventurer who will give you information. Panel number four contains a lich you can take on if you feel lucky.

Now, head back to Vithal. Give him his book and tell him you're ready. You must fight a greater elemental from each of the three portals, so be sure to rest up before you begin his tasks. Once you've defeated all three elementals, he'll give you a small amount of experience and a rod of absorption. You can kill him if you wish to gain a few more items from his corpse, though he's monstrously difficult, with spells like time stop and disintegrate, giving him a good chance of killing one of your party permanently. If you don't want to fight him, you can ask for a bit more treasure to get a random scroll.

screenshot
Ever wonder why the dragons in Baldur's Gate II like to live underground?
Once you're done with all these quests, go back to the globe area and proceed to the west. Eventually, you'll come across a cave. Enter it to speak to Aladon, a gigantic dragon. She'll ask you to retrieve her eggs from the drow that stole them and will offer to let you out of the Underdark to an area near where Irenicus is now. Accept her mission, and your party will be transformed into Drow warriors for the rest of the chapter.

screenshot
There's plenty to do in the drow city.
Drow City

Now, proceed out of her lair and move northeast. You'll encounter a drow. Tell him that you are Veldrin, and you'll enter the drow city. You can look around for a bit; there are a few shops on the entrance platform. When you're ready to go, head northwest past two large structures until you reach the Male Fighter's Society. Solaufein will be nearby, ready to initiate you into drow culture. You must be careful not to make anyone upset here, or the city will become hostile to you, essentially ending the chapter. Talk to him, and he'll eventually tell you to meet him by the city entrance. Do so, and a matron mother will tell you to rescue a drow scout that has been taken captive by mind flayers. You must head to the mind flayer cave to rescue her.


 
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